public static bool GetConnection(uint polyRef, out NavmeshConnection conn) { if (m_Map == null || m_Map.m_NavMesh == null) { conn = new NavmeshConnection(); return(false); } conn = m_Map.m_NavMesh.GetConnectionByRef(polyRef); return(true); }
/// <summary> /// Draws a debug visualization of an individual navmesh tile. /// </summary> /// <remarks> /// <para> /// The tile will be checked to see if it is in use before it is drawn. So there is no /// need for caller to do so. /// </para> /// </remarks> private static void Draw(NavmeshTile tile , NavmeshQuery query, uint[] markPolys, int markPolyCount , int colorId) { NavmeshTileHeader header = tile.GetHeader(); // Keep this check. Less trouble for clients. if (header.polyCount < 1) { return; } DebugDraw.SimpleMaterial.SetPass(0); uint polyBase = tile.GetBasePolyRef(); NavmeshPoly[] polys = new NavmeshPoly[header.polyCount]; tile.GetPolys(polys); Vector3[] verts = new Vector3[header.vertCount]; tile.GetVerts(verts); NavmeshDetailMesh[] meshes = new NavmeshDetailMesh[header.detailMeshCount]; tile.GetDetailMeshes(meshes); byte[] detailTris = new byte[header.detailTriCount * 4]; tile.GetDetailTris(detailTris); Vector3[] detailVerts = new Vector3[header.detailVertCount]; tile.GetDetailVerts(detailVerts); GL.Begin(GL.TRIANGLES); for (int i = 0; i < header.polyCount; i++) { NavmeshPoly poly = polys[i]; if (poly.Type == NavmeshPolyType.OffMeshConnection) { continue; } NavmeshDetailMesh mesh = meshes[i]; Color color = GetStandardColor(polyBase | (uint)i , poly.Area, colorId , query, markPolys, markPolyCount); GL.Color(color); for (int j = 0; j < mesh.triCount; j++) { int pTri = (int)(mesh.triBase + j) * 4; for (int k = 0; k < 3; k++) { // Note: iVert and pVert refer to different // arrays. int iVert = detailTris[pTri + k]; if (iVert < poly.vertCount) { // Get the vertex from the main vertices. int pVert = poly.indices[iVert]; GL.Vertex(verts[pVert]); } else { // Get the vertex from the detail vertices. int pVert = (int) (mesh.vertBase + iVert - poly.vertCount); GL.Vertex(detailVerts[pVert]); } } } } GL.End(); NavmeshLink[] links = new NavmeshLink[header.maxLinkCount]; tile.GetLinks(links); GL.Begin(GL.LINES); DrawPolyBoundaries(header , polys , verts , meshes , detailTris , detailVerts , links , new Color(0, 0.2f, 0.25f, 0.13f) , true); DrawPolyBoundaries(header , polys , verts , meshes , detailTris , detailVerts , links , new Color(0.65f, 0.2f, 0, 0.9f) , false); if (header.connCount == 0) { GL.End(); return; } NavmeshConnection[] conns = new NavmeshConnection[header.connCount]; tile.GetConnections(conns); for (int i = 0; i < header.polyCount; i++) { NavmeshPoly poly = polys[i]; if (poly.Type != NavmeshPolyType.OffMeshConnection) { continue; } Color color = GetStandardColor(polyBase | (uint)i , poly.Area, colorId , query, markPolys, markPolyCount); // Note: Alpha of less than one doesn't look good because connections tend to // overlay a lot of geometry, resulting is off color transitions. color.a = 1; GL.Color(color); NavmeshConnection conn = conns[i - header.connBase]; Vector3 va = verts[poly.indices[0]]; Vector3 vb = verts[poly.indices[1]]; // Check to see if start and end end-points have links. bool startSet = false; bool endSet = false; for (uint k = poly.firstLink; k != Navmesh.NullLink; k = links[k].next) { if (links[k].edge == 0) { startSet = true; } if (links[k].edge == 1) { endSet = true; } } // For linked endpoints: Draw a line between on-mesh location and endpoint, // and draw circle at the endpoint. // For un-linked endpoints: Draw a small red x-marker. if (startSet) { GL.Vertex(va); GL.Vertex(conn.endpoints[0]); DebugDraw.AppendCircle(conn.endpoints[0], conn.radius); } else { GL.Color(Color.red); DebugDraw.AppendXMarker(conn.endpoints[0], 0.1f); GL.Color(color); } if (endSet) { GL.Vertex(vb); GL.Vertex(conn.endpoints[1]); DebugDraw.AppendCircle(conn.endpoints[1], conn.radius); } else { GL.Color(Color.red); DebugDraw.AppendXMarker(conn.endpoints[1], 0.1f); GL.Color(color); } DebugDraw.AppendArc(conn.endpoints[0], conn.endpoints[1] , 0.25f , conn.IsBiDirectional ? 0.6f : 0 , 0.6f); } GL.End(); }
/// <summary> /// Draws a debug visualization of an individual navmesh tile. /// </summary> /// <remarks> /// <para> /// The tile will be checked to see if it is in use before it is drawn. So there is no /// need for caller to do so. /// </para> /// </remarks> private static void Draw(NavmeshTile tile , NavmeshQuery query, uint[] markPolys, int markPolyCount , int colorId) { NavmeshTileHeader header = tile.GetHeader(); // Keep this check. Less trouble for clients. if (header.polyCount < 1) return; DebugDraw.SimpleMaterial.SetPass(0); uint polyBase = tile.GetBasePolyRef(); NavmeshPoly[] polys = new NavmeshPoly[header.polyCount]; tile.GetPolys(polys); Vector3[] verts = new Vector3[header.vertCount]; tile.GetVerts(verts); NavmeshDetailMesh[] meshes = new NavmeshDetailMesh[header.detailMeshCount]; tile.GetDetailMeshes(meshes); byte[] detailTris = new byte[header.detailTriCount * 4]; tile.GetDetailTris(detailTris); Vector3[] detailVerts = new Vector3[header.detailVertCount]; tile.GetDetailVerts(detailVerts); GL.Begin(GL.TRIANGLES); for (int i = 0; i < header.polyCount; i++) { NavmeshPoly poly = polys[i]; if (poly.Type == NavmeshPolyType.OffMeshConnection) continue; NavmeshDetailMesh mesh = meshes[i]; Color color = GetStandardColor(polyBase | (uint)i , poly.Area, colorId , query, markPolys, markPolyCount); GL.Color(color); for (int j = 0; j < mesh.triCount; j++) { int pTri = (int)(mesh.triBase + j) * 4; for (int k = 0; k < 3; k++) { // Note: iVert and pVert refer to different // arrays. int iVert = detailTris[pTri + k]; if (iVert < poly.vertCount) { // Get the vertex from the main vertices. int pVert = poly.indices[iVert]; GL.Vertex(verts[pVert]); } else { // Get the vertex from the detail vertices. int pVert = (int) (mesh.vertBase + iVert - poly.vertCount); GL.Vertex(detailVerts[pVert]); } } } } GL.End(); NavmeshLink[] links = new NavmeshLink[header.maxLinkCount]; tile.GetLinks(links); GL.Begin(GL.LINES); DrawPolyBoundaries(header , polys , verts , meshes , detailTris , detailVerts , links , new Color(0, 0.2f, 0.25f, 0.13f) , true); DrawPolyBoundaries(header , polys , verts , meshes , detailTris , detailVerts , links , new Color(0.65f, 0.2f, 0, 0.9f) , false); if (header.connCount == 0) { GL.End(); return; } NavmeshConnection[] conns = new NavmeshConnection[header.connCount]; tile.GetConnections(conns); for (int i = 0; i < header.polyCount; i++) { NavmeshPoly poly = polys[i]; if (poly.Type != NavmeshPolyType.OffMeshConnection) continue; Color color = GetStandardColor(polyBase | (uint)i , poly.Area, colorId , query, markPolys, markPolyCount); // Note: Alpha of less than one doesn't look good because connections tend to // overlay a lot of geometry, resulting is off color transitions. color.a = 1; GL.Color(color); NavmeshConnection conn = conns[i - header.connBase]; Vector3 va = verts[poly.indices[0]]; Vector3 vb = verts[poly.indices[1]]; // Check to see if start and end end-points have links. bool startSet = false; bool endSet = false; for (uint k = poly.firstLink; k != Navmesh.NullLink; k = links[k].next) { if (links[k].edge == 0) startSet = true; if (links[k].edge == 1) endSet = true; } // For linked endpoints: Draw a line between on-mesh location and endpoint, // and draw circle at the endpoint. // For un-linked endpoints: Draw a small red x-marker. if (startSet) { GL.Vertex(va); GL.Vertex(conn.endpoints[0]); DebugDraw.AppendCircle(conn.endpoints[0], conn.radius); } else { GL.Color(Color.red); DebugDraw.AppendXMarker(conn.endpoints[0], 0.1f); GL.Color(color); } if (endSet) { GL.Vertex(vb); GL.Vertex(conn.endpoints[1]); DebugDraw.AppendCircle(conn.endpoints[1], conn.radius); } else { GL.Color(Color.red); DebugDraw.AppendXMarker(conn.endpoints[1], 0.1f); GL.Color(color); } DebugDraw.AppendArc(conn.endpoints[0], conn.endpoints[1] , 0.25f , conn.IsBiDirectional ? 0.6f : 0 , 0.6f); } GL.End(); }